Just a heads up on a new Interactive Music feature that was released with 4.25.05.

Previously you had to wait for a segment to finish before the transitions were considered. You can now specify when the links are evaluated, your choices ‘At segment end’, ‘On Bar’ and/or ‘On Beat’. So you can use the segment’s step sequencer to select which beats to transition from!

Another cool feature is, you can specify this at a segment level, or give unique behaviors to the individual links within a segment.

Just playing around with it, I’ve found it makes the Interactive Music Score much more responsive and you no longer need to cut down files into smaller parts!

It might also help those trying to get their concurrent themes to stop early…just transition to an empty segment.

Thanks Templar.
I’ve implemented this (hopefully correctly) and have been having some issues in runtime.
Here’s what I have:
1. Navigation music (loops forever): initiated via a Cue
2. Combat layer (looping) initiated via a Cue : loop is defined in a segment and then linked to an empty segment in order to stop on the beat ( linked when "Combat Over" cue (#3) is initiated).
3. "Combat Over": initiated via a Cue: a cue that has a stinger and this cue is used by #2 to turn off #2
Using Audition in Designer, everything works correctly in sticky mode but when I disable sticky mode, my Combat layer (#2) continues forever.
Same with the fmod_musicplayer: if I use the "Begin" button, it functions correctly. If I use the "Prompt" buttons, it doesn’t work correctly.

In summary: it works with Prepare (sticky mode) cues but not with Prompts.
Our programmer wants to use Prompts as opposed to Prepare Cues so we don’t have to manually turn off cues so they can be retriggered (ie combat starts, ends, then starts again).
Does this make sense?

What you are doing sounds right, but you are correct that you’ll need to use prompts rather than prepare. The prepare behaviour is really for one-shot flourishes without much linking. I’ll have a play and see what if I can get any better results.

cheers,
Templar

[quote="Adam Gejdos":uhutqvk9]Thanks Templar.
I’ve implemented this (hopefully correctly) and have been having some issues in runtime.
Here’s what I have:
1. Navigation music (loops forever): initiated via a Cue
2. Combat layer (looping) initiated via a Cue : loop is defined in a segment and then linked to an empty segment in order to stop on the beat ( linked when "Combat Over" cue (#3) is initiated).
3. "Combat Over": initiated via a Cue: a cue that has a stinger and this cue is used by #2 to turn off #2
Using Audition in Designer, everything works correctly in sticky mode but when I disable sticky mode, my Combat layer (#2) continues forever.
Same with the fmod_musicplayer: if I use the "Begin" button, it functions correctly. If I use the "Prompt" buttons, it doesn’t work correctly.

In summary: it works with Prepare (sticky mode) cues but not with Prompts.
Our programmer wants to use Prompts as opposed to Prepare Cues so we don’t have to manually turn off cues so they can be retriggered (ie combat starts, ends, then starts again).
Does this make sense?

Thanks Templar,
However, I think I’m unclear on this.
Isn’t it the "Prompt" behavior that is for one-shot flourishes (equivalent of non-sticky mode) and "prepare" is the equivalent of sticky mode?
Which is best for linking segments?

[quote="Adam Gejdos":3vclp5pz]Isn’t it the "Prompt" behavior that is for one-shot flourishes (equivalent of non-sticky mode) and "prepare" is the equivalent of sticky mode?[/quote:3vclp5pz]
This is correct.

[quote="Adam Gejdos":3vclp5pz]Which is best for linking segments?[/quote:3vclp5pz]
The "prepare" behaviour (sticky mode) is best for linking segments.

[quote="Templar":3vclp5pz]… you’ll need to use prompts rather than prepare. The prepare behaviour is really for one-shot flourishes without much linking.[/quote:3vclp5pz]
This should be:
[quote="Templar (corrected)":3vclp5pz]… you’ll need to use [b:3vclp5pz][i:3vclp5pz]prepare[/i:3vclp5pz][/b:3vclp5pz] rather than [b:3vclp5pz][i:3vclp5pz]prompts[/i:3vclp5pz][/b:3vclp5pz]. The [b:3vclp5pz][i:3vclp5pz]prompt[/i:3vclp5pz][/b:3vclp5pz] behaviour is really for one-shot flourishes without much linking.[/quote:3vclp5pz]

[quote="ben":29mrnsah][quote="Adam Gejdos":29mrnsah]Isn’t it the "Prompt" behavior that is for one-shot flourishes (equivalent of non-sticky mode) and "prepare" is the equivalent of sticky mode?[/quote:29mrnsah]
This is correct.
[/quote:29mrnsah]

Arrrgghh where is my head?…Thanks for the correction!

‘Prompts’ are only useful when you know how long the combat will last. If the combat length is dynamic you will need to explicitly begin and end the cue…hence the need for ‘Prepare’.

One place you could improve your project is to remove the end combat cue, so you don’t need to maintain 2 combat cues. Instead of a ‘end combat cue’ you should make use of the ‘targeting conclusion’ feature, where the empty segment is a stop segment and a ‘stop path’ from the combat segment to the empty segment exists.

This means when the combat cue is ended, the music system will transition from the combat segment to the empty segment. I’ve included an example, which uses the media from the Designer download.

That a look at [url:29mrnsah]http://www.fmod.org/files/test-stop-segment.fdp[/url:29mrnsah]